21 (natural armor)
112 (15d8+45)
walk 30 ft.
Perception +3
cold, fire
lightning, poison
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
blindsight 60 ft. (blind beyond this radius)
understands Common but can't speak
6
An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
While the armor remains motionless, it is indistinguishable from a normal suit of armor.
The armor makes two melee attacks or uses Shocking Bolt twice.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) lightning damage.
Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage.